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Macromedia Flash MX ActionScripting: Advanced Training from the Source
Macromedia Flash MX ActionScripting: Advanced Training from the Source
ISBN: 0201770229
EAN: 2147483647
Year: 2002
Pages: 161
Authors:
Derek Franklin
,
Jobe Makar
BUY ON AMAZON
Main Page
Table of content
Copyright
CREDITS
Introduction
WHAT YOU WILL LEARN
MINIMUM SYSTEM REQUIREMENTS
Chapter 1. Introducing ActionScript
WHY LEARN ACTIONSCRIPT?
ACTIONSCRIPT ELEMENTS
THE PLANNING PROCESS
WRITING YOUR FIRST SCRIPT
TESTING YOUR FIRST SCRIPT
WHAT YOU HAVE LEARNED
Chapter 2. Using Event Handlers
WHAT EVENT HANDLERS DO
CHOOSING THE RIGHT EVENT HANDLER
USING MOUSE EVENTS
MAKING THE MOST OF ATTACHING MOUSE EVENTS TO MOVIE CLIPS
USING FRAME EVENTS
USING CLIP EVENTS
ORCHESTRATING MULTIPLE EVENTS
UNDERSTANDING EVENT HANDLER METHODS
USING EVENT HANDLER METHODS
USING LISTENERS
WHAT YOU HAVE LEARNED
Chapter 3. Understanding Target Paths
UNDERSTANDING MULTIPLE TIMELINES
TARGETING THE CURRENT MOVIE
TARGETING THE MAIN MOVIE
TARGETING A PARENT MOVIE
TARGETING MOVIE CLIP INSTANCES
TARGETING MOVIES ON LEVELS
TARGETING MOVIE CLIP INSTANCES ON LEVELS
UNDERSTANDING MULTIPLE IDENTITIES
CREATING AND REFERENCING GLOBAL ELEMENTS
WHAT YOU HAVE LEARNED
Chapter 4. Understanding and Using Objects
WHAT OBJECTS ARE AND WHY THEY RE USEFUL
OBJECT TYPES
USING THE COLOR OBJECT
USING THE KEY OBJECT TO ADD INTERACTIVITY
WORKING WITH STRING AND SELECTION OBJECTS
WHAT YOU HAVE LEARNED
Chapter 5. Using Functions
CREATING FUNCTIONS
ADDING PARAMETERS TO FUNCTIONS
USING LOCAL VARIABLES AND CREATING FUNCTIONS THAT RETURN RESULTS
WHAT YOU HAVE LEARNED
Chapter 6. Customizing Objects
UNDERSTANDING OBJECT MECHANICS
DEFINING A CUSTOM CLASS AND CREATING INSTANCES OF THAT CLASS
GENETICALLY PROGRAMMING AN OBJECT BY CUSTOMIZING ITS PROTOTYPE
INSTANCE-LEVEL PROPERTIES
CREATING SUBCLASSES
CREATING CUSTOM METHODS FOR CUSTOM CLASSES
WATCHING PROPERTIES
ENHANCING EXISTING OBJECT METHODS
DEFINING CUSTOM METHODS FOR PREBUILT OBJECTS
REGISTERING CLASSES
WHAT YOU HAVE LEARNED
Chapter 7. Using Dynamic Data
CREATING VARIABLES
CREATING ARRAYS
CREATING DYNAMIC TEXT FIELDS AND RETRIEVING INFORMATION
RETRIEVING THE DATA
WHAT YOU HAVE LEARNED
Chapter 8. Manipulating Data
DATA TYPES
BUILDING EXPRESSIONS
OPERATORS
MANIPULATING NUMERICAL DATA USING MATH
MANIPULATING STRINGS
WHAT YOU HAVE LEARNED
Chapter 9. Using Conditional Logic
CONTROLLING A SCRIPT S FLOW
DETERMINING CONDITIONS
REACTING TO MULTIPLE CONDITIONS
DEFINING A BOUNDARY
TURNING POWER ONOFF
REACTING TO USER INTERACTION
DETECTING COLLISIONS
WHAT YOU HAVE LEARNED
Chapter 10. Automating Scripts with Loops
WHY LOOPS ARE USED
TYPES OF LOOPS
WRITING AND UNDERSTANDING LOOP CONDITIONS
NESTED LOOPS
LOOP EXCEPTIONS
WHAT YOU HAVE LEARNED
Chapter 11. Getting Data In and Out of Flash
UNDERSTANDING DATA SOURCES AND DATA FORMATS
GET VS. POST
USING THE LOADVARS OBJECT
USING SHARED OBJECTS
WHAT YOU HAVE LEARNED
Chapter 12. Using XML with Flash
LEARNING XML BASICS
USING THE XML OBJECT
INTRODUCING SOCKET SERVERS
USING THE XMLSOCKET OBJECT
WHAT YOU HAVE LEARNED
Chapter 13. Validating and Formatting Data
THE LOGIC BEHIND VALIDATING DATA
USING VALIDATION ROUTINES
HANDLING ERRORS
VALIDATING STRINGS
VALIDATING SEQUENCES
VALIDATING AGAINST A LIST OF CHOICES
VALIDATING NUMBERS
DYNAMIC TEXT FORMATTING WITH HTML
CREATING AND CONTROLLING TEXT FIELDS WITH ACTIONSCRIPT
USING TEXTFORMAT OBJECTS
WHAT YOU HAVE LEARNED
Chapter 14. Controlling Movie Clips Dynamically
CREATING MOVIE CLIP INSTANCES DYNAMICALLY
USING ATTACHMOVIE()
BUILDING CONTINUOUS-FEEDBACK BUTTONS
USING ACTIONSCRIPT TO DYNAMICALLY DRAW LINES
USING THE DRAW METHODS
CREATING FILLED SHAPES DYNAMICALLY
Z-SORTING MOVIE CLIP INSTANCES
DRAGGING AND DROPPING MOVIE CLIP INSTANCES
REMOVING DYNAMICALLY CREATED CONTENT
WHAT YOU HAVE LEARNED
Chapter 15. Time- and Frame-Based Dynamism
THE USE OF TIME IN FLASH
DETERMINING CURRENT DATE AND TIME
DETERMINING THE PASSAGE OF TIME
CONTROLLING THE PLAYBACK SPEED AND DIRECTION OF A TIMELINE
TRACKING PLAYBACK AND DOWNLOADING PROGRESSION
WHAT YOU HAVE LEARNED
Chapter 16. Scripting for Sound
CONTROLLING SOUND WITH ACTIONSCRIPT
CREATING A SOUND OBJECT
DRAGGING A MOVIE CLIP INSTANCE WITHIN A BOUNDARY
CONTROLLING VOLUME
CONTROLLING PANNING
ATTACHING SOUNDS AND CONTROLLING SOUND PLAYBACK
WHAT YOU HAVE LEARNED
Chapter 17. Loading External Assets
WHAT YOU WILL LEARN
THE INS AND OUTS OF LOADING EXTERNAL ASSETS
LOADING MOVIES INTO A TARGET
LOADING JPGS DYNAMICALLY
CREATING AN INTERACTIVE PLACEHOLDER
LOADING MOVIES INTO A LEVEL
CONTROLLING A MOVIE ON A LEVEL
LOADING MP3S DYNAMICALLY
REACTING TO DYNAMICALLY LOADED MP3S
WHAT YOU HAVE LEARNED
Appendix A. Resources
derekfranklin.com
electrotank.com
Flashkit
We re Here
Ultrashock
PocketpcFlash.Net
MotionCulture
Moock.org
Macromedia Flash MX ActionScripting: Advanced Training from the Source
ISBN: 0201770229
EAN: 2147483647
Year: 2002
Pages: 161
Authors:
Derek Franklin
,
Jobe Makar
BUY ON AMAZON
A Practitioners Guide to Software Test Design
The Testing Process
Boundary Value Testing
Section II - White Box Testing Techniques
Data Flow Testing
Exploratory Testing
SQL Hacks
Hack 31. Disaggregate a COUNT
Hack 49. Keep Track of Infrequently Changing Values
Hack 56. Play Matchmaker
Hack 77. Fill in Missing Values in a Pivot Table
Hack 100. Run SQL from a Web Page
C++ How to Program (5th Edition)
Memory Concepts
Exercises
Case Study: An Interactive Web Page
Internet and Web Resources
Introduction
Mastering Delphi 7
The Run-Time Library
Writing Delphi Components
Multitier DataSnap Applications
Writing Database Components
Reporting with Rave
Pocket Guide to the National Electrical Code(R), 2005 Edition (8th Edition)
Article 240 Overcurrent Protection
Article 426: Fixed Outdoor Electric De-Icing and Snow-Melting Equipment
Notes to Tables
Notes for Tables 12(A) and 12(B)
Example No. D12 Park Trailer (See 552.47)
Understanding Digital Signal Processing (2nd Edition)
SAMPLING LOW-PASS SIGNALS
A COMPLEX DOWN-CONVERSION EXAMPLE
INTERPOLATING A BANDPASS SIGNAL
Section A.3. ARITHMETIC OPERATIONS OF COMPLEX NUMBERS
Appendix F. Digital Filter Terminology
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